Difference between revisions of "Oldunreal Localization Project"

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==Status and Procedure==


Some of the translations are almost complete, such as German and French; this doesn't necessarily mean that there is absolutely nothing more to improve there, but they should be working and ok. If you have a better translation or you have an idea how to rephrase things in a better way, here is your chance!
'''English''': The English .int files need to be compared to the other language files, as they are always up to date and complete. To complete a localisation, missing entries have to be added, some unecessary ones have to be deleted, wrong or incorrect translations have to be replaced and the entire thing has to be thoroughly tested. When Unreal is set to a language that is not English, it uses the translation files of the specific language. When a line - or even an entire file - is missing from the localization, Unreal defaults to the English line in the .int file of the same name, or the entire .int file if the entire localized file is blank or missing.


The English .int files need to be compared to the other language files, missing entries have to be added, wrong or incorrect translations replaced and remaining English parts translated. When Unreal is set to a language that is not English and does not find the needed file, it will default to the English one to fill the gaps in the localization.
'''German and French''': Both of these languages are complete. This does not necessarily mean that there is absolutely nothing to improve for these, but they work flawlessely and all the lines have been translated. The remaining changes to be done are purely cosmetic : rephrasing, correcting typos and spelling errors...
 
'''Russiand and Polish''': These are works in progress. The current files are complete, but the Polish syntax uses cases, and Unreal does not support these so far. Russian should be almost entirely done.
 
'''Spanish, Italian and Portuguese''': These languages need a lot of work, as they currently use files from previous versions of Unreal : many things have changed, and they may barely work - if at all. Some of the most urgent changes were made using automatic translation tools and need to be reviewed by a native speaker.


[http://www.OpenOffice.org OpenOffice] has an extension for Wiki's [http://extensions.services.openoffice.org/project/wikipublisher?intcmp=1547 WikiPublisher], which can export any text into wiki formatted text files. Give it a try if you plan on adding your translation or modifying an existing one.
[http://www.OpenOffice.org OpenOffice] has an extension for Wiki's [http://extensions.services.openoffice.org/project/wikipublisher?intcmp=1547 WikiPublisher], which can export any text into wiki formatted text files. Give it a try if you plan on adding your translation or modifying an existing one.


===Important Changes===
Among the changes made, a new file entitled Subtitles has been added form English, Polish and French, to contain written subtitles for the introduction cutscene of Return To NaPali. These are not currently supported but might be in the future. The syntax is clear and easy: Line=WXYZ is a subtitle, where WXYZ is the time in when the line is showed, with WX being the minutes number and YZ the seconds number. \n displays whatever comes after it on a new line on the screen (to allow subtitles on several lines).
Gender support has also been added to Polish and French. If you are localizing Unreal for a language where articles and verbs are neutral (such as English, where "a" has no gender and verbs do not show the gender of the subject/object), this is irrelevant to you. If the verb changes depending on the gender of the subject, as in Polish or certain situations in French, consult UnrealI.plt and UnrealI.frt, and look at the lines which have a "Fem" variation, as in UnrealI.plt :


Urgent are the translations for '''Spanish''' and '''Italian'''. Updated and fully translated ones based on the .int files entries need to be added here, rephrased and reworked since many changes were made in the past by automatic translation tools (such as Google language tools).
[fell]
AltName="spadł"
FemAltName="spadła"


'''Linux'''
==Linux==


Note that Linux users need to encode the files in unicode (UTF-16) format to make it work.
Linux users need to encode the files in unicode (UTF-16) format to make it work.


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Revision as of 17:15, 3 September 2012

Unreal is very easy to translate as most strings in the maps and all of the menus are stored in plain text files with file extensions relative to the language of the game. New translation can easily be added and modified with any tool, even the simplest notepad - they are in fact regular .txt files. However, a lot of time is needed to fully complete a translation of the game. OldUnreal can use all the help you can give.

Languages

BritishFlag.png English .int (native language, all translations are based on these files).

GermanFlag.png German .det

FrenchFlag.png French .frt

SpanishFlag.png Spanish .est

ItalianFlag.png Italian .itt

PolishFlag.png Polish .plt‎ (lacking only fonts, dative and subtitle support, made from scratch, ignoring the previously existing translations by Andrew_LZ and CDProjekt, for both quality and legal reasons)

PortugueseFlag.png Portuguese .ptt‎

RussianFlag.png Russian .rut


Status and Procedure

English: The English .int files need to be compared to the other language files, as they are always up to date and complete. To complete a localisation, missing entries have to be added, some unecessary ones have to be deleted, wrong or incorrect translations have to be replaced and the entire thing has to be thoroughly tested. When Unreal is set to a language that is not English, it uses the translation files of the specific language. When a line - or even an entire file - is missing from the localization, Unreal defaults to the English line in the .int file of the same name, or the entire .int file if the entire localized file is blank or missing.

German and French: Both of these languages are complete. This does not necessarily mean that there is absolutely nothing to improve for these, but they work flawlessely and all the lines have been translated. The remaining changes to be done are purely cosmetic : rephrasing, correcting typos and spelling errors...

Russiand and Polish: These are works in progress. The current files are complete, but the Polish syntax uses cases, and Unreal does not support these so far. Russian should be almost entirely done.

Spanish, Italian and Portuguese: These languages need a lot of work, as they currently use files from previous versions of Unreal : many things have changed, and they may barely work - if at all. Some of the most urgent changes were made using automatic translation tools and need to be reviewed by a native speaker.

OpenOffice has an extension for Wiki's WikiPublisher, which can export any text into wiki formatted text files. Give it a try if you plan on adding your translation or modifying an existing one.

Important Changes

Among the changes made, a new file entitled Subtitles has been added form English, Polish and French, to contain written subtitles for the introduction cutscene of Return To NaPali. These are not currently supported but might be in the future. The syntax is clear and easy: Line=WXYZ is a subtitle, where WXYZ is the time in when the line is showed, with WX being the minutes number and YZ the seconds number. \n displays whatever comes after it on a new line on the screen (to allow subtitles on several lines).

Gender support has also been added to Polish and French. If you are localizing Unreal for a language where articles and verbs are neutral (such as English, where "a" has no gender and verbs do not show the gender of the subject/object), this is irrelevant to you. If the verb changes depending on the gender of the subject, as in Polish or certain situations in French, consult UnrealI.plt and UnrealI.frt, and look at the lines which have a "Fem" variation, as in UnrealI.plt :

[fell] 
AltName="spadł" 
FemAltName="spadła"

Linux

Linux users need to encode the files in unicode (UTF-16) format to make it work.


It is also possible to create or modify localizations for the original Unreal in its 226 version. Because great changes have been done to some files and some have been completely restructured, 227 and 226 files should not be mixed up. A dedicated page for legacy localizations has been set up. Feel free to create a new localization or modify the original one there too.